Note:

 I did this without permission from the original authors
of the ZOMBIES TC. I see no harm in this, as it's pretty much the
same as someone making levels using a previously released texture pack.
Also, I am not re-releasing the TCHG's resources, you must
download that seperately. This remix is just and ADD-ON to the original TC.

I did need to include a couple of the original sprites in this wad, only
because in the original ZOMBIE.WAD, the rotations for one of the monsters
were backwards. I also modified a helicopter sprite to make it appear
as if the rotor was spinning. I needed to modify some of the menu items as well.

I did NOT touch the actual levels, as that would require hefty work. Keep in
mind when you play this that the levels were made in 1995.

This is NO WAY my best work. It is the result of not even 2 weeks of on-and-off
effort using rejected sprites and effects that were too crappy to use in my
other projects. Some effects are straight out of my other projects as well;
i.e. they're not ALL rejects.

I tried my best to make my remix as close to the original as possible, but since 
I hadn't seen the Romero movies in quite a few years, I used some artistic
license, mainly in weapons and level intermissions.

===========================================================================
Title                   : ZOMBIES TC *REMIX*
Filename                : CW-Z2.WAD
Date Finished           : February 2002
Developer               : Cory Whittle
Email Address           : cwhittle@isn.net
                          
Other Releases          : yes
Misc. Developer Info    : http://www.doomworld.com/immoralconduct

Description             : Back in the day, I enjoyed the ZOMBIES TC made
			  by TCHG. Eventually as I got into making my own mods,
			  I figured I could offer my own twist to the TC.

			  February 2002. Deciding to take a break from other
			  projects, I took a bunch of mediocre rejected resources
			  from various projects and compiled them into new
			  weapons and effects for this remix.

IMPORTANT INFO		: You MUST DOWNLOAD the following file:

         ftp://3darchives.in-span.net/pub/idgames/levels/doom2/v-z/zombies.zip

			  All you need to play my remix is ZOMBIE.WAD. You don't need
			  to "install" it or anything.

			  Put ZOMBIE.WAD and cw-Z2.WAD into a folder somewhere and
			  run it like this:

		gledge32.exe -file zombie.wad cw-z2.wad

			  If you don't see the "Zombies" title screen when the game starts
			  it means you didn't download zombie.wad!

			  DO NOT USE EXTRA BLOOD MODE! I DIDN'T DESIGN THE BLOOD
			  EFFECTS FOR IT.

			  I HIGHLY recommend GL mode, as it makes the (rather shoddy)
			  graphics look just a little better.

			  This mod is SPRITE INTENSIVE! Don't complain if your 486 can't
			  handle it!

Additional Credits	: -TC Hacking Group for the Zombies TC, which is good enough
			   on its own, but I couldn't resist making an add-on :)
			  -Monolith for some sprites and ideas from Blood
			  -Gearbox and Xatrix for all of the weapon sprites
                          
===========================================================================
* Play Information *

Required Game           : Doom II
Required Engine         : GLEDGE32 v1.27
New Graphics            : Yes
New Patch               : no
New Sounds              : Yes
Included Files          : z2.wad z2.txt
                          


* Construction *

Base                    : Based on "Zombies TC" by The TC Hacking Group
Build Time              : less than a month
Editor(s) used          : wintex
Known Bugs              : none that are my fault (see other comments)
                          
                          
May Not Run With...     : 


* Copyright \ Permission *

Authors MAY NOT use any part of this package for their own use PERIOD. That
goes for MY STUFF as well as the original Zombies TC stuff.
This includes cut-n-pasting DDF code.
  

* Where to get this WAD *

  http://www.doomworld.com/immoralconduct

* Other Comments *


The original Zombies TC was made in 1995. It shows. The levels are extremely simple,
and a few of them contain blatent texture errors and HOM. Texture alignment
is virtually non-existant.
Also, thanks to EDGE's method of rendering levels, most of the time
certain sprites will be clipped by the sky, making it look like half a sprite
(namely the helicopter in most of the levels).

However, if you're willing to overlook ugly levels and you like blowing away
hoards upon hoards of flesh eating brain craving zombies, then give this
remix a try.

Remember, the original TC was made when Jumping didn't exist, so there are
a few levels where you can cheat quite easily by jumping. Also, in some places
you can jump beyond the boundaries of the map, s be careful and do as I do:
Save at the beginning of every level.

Lastly, in a couple of the levels, the invisible teleport will be fucked up slightly,
namely the house (map02) and one of the mall levels (map08??). You'll know
it when you see it.



=============================================================================

PLAY NOTES:

I love writing these, so here you go:



---

Zombies have risen from the grave. Nobody knows why or how, but the zombie
threat is here. They can be killed, but when one is slain, 2 more take it's
place.

You are a cop/reporter/coroner visiting a TV studio, where it is believed to be
safe. No zombies can get in, or so you thought. After a meal of junk food, you
find a comfy chair and take a snooze. Soon, you wake up to an unhuman moan.

The zombies have entered the building! You pull out your trusty .357 magnum,
and grab a nearby lead pipe.

You gotta find some way of escaping the vast army of the undead - hopefully you
can find some survivors or at least some place to hide!

---


SPOILERS:


---

Weapons:

1: Lead pipe
 You'll be able to hold your own with this, but don't rely on it!

2: .357 Magnum
 Six shooter, very powerful.

3: 7.62mm rifle
 Extremely powerful, but small capacity. Can zoom.

3: 12g shotgun
 Good alternative to the rifle, but long reload time

4: M16
 Good all purpose weapon, but you'll need to watch your
 ammo, because it runs out quickly! You can use the grenade launcher too.

5: RPG
 Save this for special occaisions - really good for taking
 out multiple zombies
 Use the secondary attack to launch an incindiary grenade

6: ZOM-B-GONE Incinerator
 The daddy-mack! You happen to like your dead meat COOKED, so here you go!



Items:

Candy bar
 eat a candy bar to increase health by 2

Munchies
 eat some munchies to increase health by 15

Sexy woman
 rub out a quick one for a 100% health increase!

Jacket
 low protection from zombie bites

Rugby suit
 good protection from zombie bites

Tips:

Watch out for rockers (non-zombified humans) that have guns! They have the same
rifle and magnum as you, so you'll have to take cover if you don't want to
die very quickly!

There are unzombified civilians milling about too, but you may as well kill them
since they'll probably become a zombie sooner or later.

Try to group zombies together when using the rifle or shotgun. You'll need every round!

When you fry a zombie, it will usually run in the direction it's facing. Try to
get the running fireball to ignite other zombies.

Large green boxes can be shot to move them into position. Usually you'll find they
can be used to block a passageway the zombies are using to enter a room.

If the game runs too slow (and it WILL slow to a crawl in one of the mall levels)
try setting the detail level to Low, or turn off Dynamic Light altogether.  



---

BUILD HISTORY


February 6, 2002
-found old notes and began detailed planning

February 7, 2002
-resumed planning, and preliminary technical docs

February 8, 2002
-got some revolver sprites from Opposing Force, yet to decide
 whether I'll use them
-began harvesting everything I may need from one of the Don's Challenge wads

February 9, 2002
-began initial ddf. Everything so far seems to be working.
-got the weapons working about right (still need much work)
-got a few of the monsters ready

February 10, 2002
-fixed faulty rotations for greycoat zombie
-reversed rotation animation of the shotgun shells
-tweaked monsters dimensions a bit

February 11, 2002
-did a shitload of work translating doom stuff -> zombies stuff; got pretty much
 everything done, minus a few little things.

February 12, 2002
-added a muzzle flash for the magnum
-continued tweaking and adding things from original game
-worked on the blood effects - very nice if I do say so myself!
-tweaked weapon attacks a bit
-changed teleporter behaviour a little

February 13, 2002
-added the pipe weapon
-changed the sniper rifle sound, as it was too similar to the magnum sound
-standard tweaks and such
-added better RPG weapon sprites

February 14, 2002
-fixed up some graphical entries
-added intermission pictures
-added game text and level behavior
-made one of the "rockers" semi-friendly

February 15, 2002
-added some better pickup sounds

February 16, 2002
-added a laser sight to the magnum
-removed the laser sight (wasn't working right)
-added experimental flame death
-added flamethrower weapon
-perfected the flame death *AWESOME*, yes, I rule

February 17, 2002
-added the flame death to all creatures
-added the remaining weapon entries
-tweaked some stuff here and there
-added alternate attack to RPG
-fixed attack of the flame thrower - it's not perfect, but who cares!
-additional tweaks to pretty much everything